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/*
15 years ago
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "Mesh.h"
#include <Utility/Debug.h>
#include "Buffer.h"
#include "Context.h"
#include "Extensions.h"
#include "Implementation/BufferState.h"
#include "Implementation/MeshState.h"
#include "Implementation/State.h"
namespace Magnum {
Mesh::CreateImplementation Mesh::createImplementation = &Mesh::createImplementationDefault;
Mesh::DestroyImplementation Mesh::destroyImplementation = &Mesh::destroyImplementationDefault;
Mesh::AttributePointerImplementation Mesh::attributePointerImplementation = &Mesh::attributePointerImplementationDefault;
#ifndef MAGNUM_TARGET_GLES2
Mesh::AttributeIPointerImplementation Mesh::attributeIPointerImplementation = &Mesh::attributePointerImplementationDefault;
#ifndef MAGNUM_TARGET_GLES
Mesh::AttributeLPointerImplementation Mesh::attributeLPointerImplementation = &Mesh::attributePointerImplementationDefault;
#endif
#endif
Mesh::BindIndexBufferImplementation Mesh::bindIndexBufferImplementation = &Mesh::bindIndexBufferImplementationDefault;
Mesh::BindImplementation Mesh::bindImplementation = &Mesh::bindImplementationDefault;
Mesh::UnbindImplementation Mesh::unbindImplementation = &Mesh::unbindImplementationDefault;
std::size_t Mesh::indexSize(IndexType type) {
switch(type) {
case IndexType::UnsignedByte: return 1;
case IndexType::UnsignedShort: return 2;
case IndexType::UnsignedInt: return 4;
}
CORRADE_INTERNAL_ASSERT(false);
}
Mesh::Mesh(Primitive primitive): _primitive(primitive), _vertexCount(0), _indexBuffer(nullptr), _indexCount(0), _indexType(IndexType::UnsignedInt) {
(this->*createImplementation)();
}
Mesh::~Mesh() {
/* Remove current vao from the state */
GLuint& current = Context::current()->state()->mesh->currentVAO;
if(current == vao) current = 0;
(this->*destroyImplementation)();
}
Mesh::Mesh(Mesh&& other): vao(other.vao), _primitive(other._primitive), _vertexCount(other._vertexCount), _indexBuffer(other._indexBuffer), _indexCount(other._indexCount), _indexType(other._indexType), attributes(std::move(other.attributes))
#ifndef MAGNUM_TARGET_GLES2
, integerAttributes(std::move(other.integerAttributes))
#ifndef MAGNUM_TARGET_GLES
, longAttributes(std::move(other.longAttributes))
#endif
#endif
{
other.vao = 0;
}
Mesh& Mesh::operator=(Mesh&& other) {
(this->*destroyImplementation)();
vao = other.vao;
_primitive = other._primitive;
_vertexCount = other._vertexCount;
_indexBuffer = other._indexBuffer;
_indexCount = other._indexCount;
_indexType = other._indexType;
attributes = std::move(other.attributes);
#ifndef MAGNUM_TARGET_GLES2
integerAttributes = std::move(other.integerAttributes);
#ifndef MAGNUM_TARGET_GLES
longAttributes = std::move(other.longAttributes);
#endif
#endif
other.vao = 0;
return *this;
}
void Mesh::draw() {
/* Nothing to draw */
if(!_vertexCount && !_indexCount) return;
(this->*bindImplementation)();
/* Non-indexed mesh */
if(!_indexCount) glDrawArrays(static_cast<GLenum>(_primitive), 0, _vertexCount);
/* Indexed mesh */
else glDrawElements(static_cast<GLenum>(_primitive), _indexCount, static_cast<GLenum>(_indexType), nullptr);
(this->*unbindImplementation)();
}
void Mesh::bindVAO(GLuint vao) {
/** @todo Get some extension wrangler instead to avoid linker errors to glBindVertexArray() on ES2 */
#ifndef MAGNUM_TARGET_GLES2
GLuint& current = Context::current()->state()->mesh->currentVAO;
if(current != vao) glBindVertexArray(current = vao);
#else
static_cast<void>(vao);
#endif
}
void Mesh::vertexAttribPointer(const Attribute& attribute) {
glEnableVertexAttribArray(attribute.location);
attribute.buffer->bind(Buffer::Target::Array);
glVertexAttribPointer(attribute.location, attribute.size, attribute.type, attribute.normalized, attribute.stride, reinterpret_cast<const GLvoid*>(attribute.offset));
}
#ifndef MAGNUM_TARGET_GLES2
void Mesh::vertexAttribPointer(const IntegerAttribute& attribute) {
glEnableVertexAttribArray(attribute.location);
attribute.buffer->bind(Buffer::Target::Array);
glVertexAttribIPointer(attribute.location, attribute.size, attribute.type, attribute.stride, reinterpret_cast<const GLvoid*>(attribute.offset));
}
#ifndef MAGNUM_TARGET_GLES
void Mesh::vertexAttribPointer(const LongAttribute& attribute) {
glEnableVertexAttribArray(attribute.location);
attribute.buffer->bind(Buffer::Target::Array);
glVertexAttribLPointer(attribute.location, attribute.size, attribute.type, attribute.stride, reinterpret_cast<const GLvoid*>(attribute.offset));
}
#endif
#endif
void Mesh::initializeContextBasedFunctionality(Context* context) {
/** @todo VAOs are in ES 3.0 and as extension in ES 2.0, enable them when some extension wrangler is available */
#ifndef MAGNUM_TARGET_GLES
if(context->isExtensionSupported<Extensions::GL::APPLE::vertex_array_object>()) {
Debug() << "Mesh: using" << Extensions::GL::APPLE::vertex_array_object::string() << "features";
createImplementation = &Mesh::createImplementationVAO;
destroyImplementation = &Mesh::destroyImplementationVAO;
if(context->isExtensionSupported<Extensions::GL::EXT::direct_state_access>()) {
14 years ago
Debug() << "Mesh: using" << Extensions::GL::EXT::direct_state_access::string() << "features";
attributePointerImplementation = &Mesh::attributePointerImplementationDSA;
attributeIPointerImplementation = &Mesh::attributePointerImplementationDSA;
attributeLPointerImplementation = &Mesh::attributePointerImplementationDSA;
} else {
attributePointerImplementation = &Mesh::attributePointerImplementationVAO;
attributeIPointerImplementation = &Mesh::attributePointerImplementationVAO;
attributeLPointerImplementation = &Mesh::attributePointerImplementationVAO;
}
bindIndexBufferImplementation = &Mesh::bindIndexBufferImplementationVAO;
bindImplementation = &Mesh::bindImplementationVAO;
unbindImplementation = &Mesh::unbindImplementationVAO;
}
#else
static_cast<void>(context);
#endif
}
void Mesh::createImplementationDefault() {}
void Mesh::createImplementationVAO() {
/** @todo Get some extension wrangler instead to avoid linker errors to glGenVertexArrays() on ES2 */
#ifndef MAGNUM_TARGET_GLES2
glGenVertexArrays(1, &vao);
#endif
}
void Mesh::destroyImplementationDefault() {}
void Mesh::destroyImplementationVAO() {
/** @todo Get some extension wrangler instead to avoid linker errors to glDeleteVertexArrays() on ES2 */
#ifndef MAGNUM_TARGET_GLES2
glDeleteVertexArrays(1, &vao);
#endif
}
void Mesh::attributePointerImplementationDefault(const Attribute& attribute) {
attributes.push_back(attribute);
}
void Mesh::attributePointerImplementationVAO(const Attribute& attribute) {
bindVAO(vao);
vertexAttribPointer(attribute);
}
#ifndef MAGNUM_TARGET_GLES
void Mesh::attributePointerImplementationDSA(const Attribute& attribute) {
glEnableVertexArrayAttribEXT(vao, attribute.location);
glVertexArrayVertexAttribOffsetEXT(vao, attribute.buffer->id(), attribute.location, attribute.size, attribute.type, attribute.normalized, attribute.stride, attribute.offset);
}
#endif
#ifndef MAGNUM_TARGET_GLES2
void Mesh::attributePointerImplementationDefault(const IntegerAttribute& attribute) {
integerAttributes.push_back(attribute);
}
void Mesh::attributePointerImplementationVAO(const IntegerAttribute& attribute) {
bindVAO(vao);
vertexAttribPointer(attribute);
}
#ifndef MAGNUM_TARGET_GLES
void Mesh::attributePointerImplementationDSA(const IntegerAttribute& attribute) {
glEnableVertexArrayAttribEXT(vao, attribute.location);
glVertexArrayVertexAttribIOffsetEXT(vao, attribute.buffer->id(), attribute.location, attribute.size, attribute.type, attribute.stride, attribute.offset);
}
#endif
#ifndef MAGNUM_TARGET_GLES
void Mesh::attributePointerImplementationDefault(const LongAttribute& attribute) {
longAttributes.push_back(attribute);
}
void Mesh::attributePointerImplementationVAO(const LongAttribute& attribute) {
bindVAO(vao);
vertexAttribPointer(attribute);
}
void Mesh::attributePointerImplementationDSA(const LongAttribute& attribute) {
glEnableVertexArrayAttribEXT(vao, attribute.location);
glVertexArrayVertexAttribLOffsetEXT(vao, attribute.buffer->id(), attribute.location, attribute.size, attribute.type, attribute.stride, attribute.offset);
}
#endif
#endif
void Mesh::bindIndexBufferImplementationDefault(Buffer* buffer) {
_indexBuffer = buffer;
}
void Mesh::bindIndexBufferImplementationVAO(Buffer* buffer) {
bindVAO(vao);
/* Reset ElementArray binding to force explicit glBindBuffer call later */
/** @todo Do this cleaner way */
Context::current()->state()->buffer->bindings[Implementation::BufferState::indexForTarget(Buffer::Target::ElementArray)] = 0;
buffer->bind(Buffer::Target::ElementArray);
}
void Mesh::bindImplementationDefault() {
/* Specify vertex attributes */
for(const Attribute& attribute: attributes)
vertexAttribPointer(attribute);
#ifndef MAGNUM_TARGET_GLES2
for(const IntegerAttribute& attribute: integerAttributes)
vertexAttribPointer(attribute);
#ifndef MAGNUM_TARGET_GLES
for(const LongAttribute& attribute: longAttributes)
vertexAttribPointer(attribute);
#endif
#endif
/* Bind index buffer, if the mesh is indexed */
if(_indexCount) {
if(_indexBuffer) _indexBuffer->bind(Buffer::Target::ElementArray);
else Buffer::unbind(Buffer::Target::ElementArray);
}
}
void Mesh::bindImplementationVAO() {
bindVAO(vao);
}
void Mesh::unbindImplementationDefault() {
for(const Attribute& attribute: attributes)
glDisableVertexAttribArray(attribute.location);
#ifndef MAGNUM_TARGET_GLES2
for(const IntegerAttribute& attribute: integerAttributes)
glDisableVertexAttribArray(attribute.location);
#ifndef MAGNUM_TARGET_GLES
for(const LongAttribute& attribute: longAttributes)
glDisableVertexAttribArray(attribute.location);
#endif
#endif
}
void Mesh::unbindImplementationVAO() {}
#ifndef DOXYGEN_GENERATING_OUTPUT
Debug operator<<(Debug debug, Mesh::Primitive value) {
switch(value) {
#define _c(value) case Mesh::Primitive::value: return debug << "Mesh::Primitive::" #value;
_c(Points)
_c(Lines)
_c(LineStrip)
_c(LineLoop)
_c(Triangles)
_c(TriangleStrip)
_c(TriangleFan)
#undef _c
}
return debug << "Mesh::Primitive::(invalid)";
}
Debug operator<<(Debug debug, Mesh::IndexType value) {
switch(value) {
#define _c(value) case Mesh::IndexType::value: return debug << "Mesh::IndexType::" #value;
_c(UnsignedByte)
_c(UnsignedShort)
_c(UnsignedInt)
#undef _c
}
return debug << "Mesh::IndexType::(invalid)";
}
#endif
}
namespace Corrade { namespace Utility {
std::string ConfigurationValue<Magnum::Mesh::Primitive>::toString(Magnum::Mesh::Primitive value, ConfigurationValueFlags) {
switch(value) {
#define _c(value) case Magnum::Mesh::Primitive::value: return #value;
_c(Points)
_c(Lines)
_c(LineStrip)
_c(LineLoop)
_c(Triangles)
_c(TriangleStrip)
_c(TriangleFan)
#undef _c
}
return "";
}
Magnum::Mesh::Primitive ConfigurationValue<Magnum::Mesh::Primitive>::fromString(const std::string& stringValue, ConfigurationValueFlags) {
#define _c(value) if(stringValue == #value) return Magnum::Mesh::Primitive::value;
_c(Lines)
_c(LineStrip)
_c(LineLoop)
_c(Triangles)
_c(TriangleStrip)
_c(TriangleFan)
#undef _c
return Magnum::Mesh::Primitive::Points;
}
std::string ConfigurationValue<Magnum::Mesh::IndexType>::toString(Magnum::Mesh::IndexType value, ConfigurationValueFlags) {
switch(value) {
#define _c(value) case Magnum::Mesh::IndexType::value: return #value;
_c(UnsignedByte)
_c(UnsignedShort)
_c(UnsignedInt)
#undef _c
}
return "";
}
Magnum::Mesh::IndexType ConfigurationValue<Magnum::Mesh::IndexType>::fromString(const std::string& stringValue, ConfigurationValueFlags) {
#define _c(value) if(stringValue == #value) return Magnum::Mesh::IndexType::value;
_c(UnsignedByte)
_c(UnsignedShort)
_c(UnsignedInt)
#undef _c
return Magnum::Mesh::IndexType::UnsignedInt;
}
}}